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(+4)

Hey guys, really fun concept, been enjoying it a lot. That said, I think criticism is the highest compliment because I means I care enough to put some thought into it, so hopefully you understand I mean the following with love :)

I think the choices always being random make it a bit frustrating sometimes and hold it back from having proper tactical depth. Examples of this are room placement, school upgrades, anvil upgrades etc. I get that you want it to be sort of procedural, every playthrough is different, but what it actually means is if I don't get the upgrades I want, I either have to restart (frustrating) or put up with it (also frustrating). Probably not the design you were going for!

Also, I don't know if it exists, but some kind of wiki explaining all the different tech tree progressions and units would also be super helpful.

Then a few minor issues that may be bugs or me misunderstanding the controls;

1. dragons don't seem to have a way to shoot a fireball by choice, and often just stand there taking ranged hits without returning fire

2. there doesn't seem to be any way to skip a turn, or an option to manually fire arrows, so if I have an archer positioned on tiled floor there's no way to wait until enemies come to me to then fire arrows at them. Also is there any way to replenish arrows? with an upgrade or anything?

3. ninjas hide in the walls, but get hit back, even if their attack kills the enemy - surely it's a sneak attack and there's no time to hit back?

(1 edit)

Arrows (and darts to restock traps) are refilled after every in-game year.And yeah, besides the higher attack ninjas are pretty useless. Also hitting a wall by mistake is frustrating because it will cost you one turn, either from digging it or sneaking inside of it.